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GiriX

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Posts posted by GiriX

  1. I'm surprised noone has replied to this earlier. If Sonic were a turtle, I'm sure you'd be seeing more of the whole acceleration physics widely used. Sonic would get most of his speed from rolling down hill like in the original 8-bit game. You'd probably be able to do stuff like pull yourself into your shell on command instead of rolling, so something like the new super Mario Bros. sliding mechanic. You could slip into your shell while running down hill, and that would let you pick up speed, stay invulnerable to common enemies and cause damage to your foes. http://www.mariowiki.com/Shell_Dash

     

    To keep the game centered around speed, there'd have to be either enemies that you could turn into ramps, or just a lot of hilly levels, and then you could have another form of attack, such as tucking into your shell in the air to bash your enemies.

     

    As far as stages the multiple pathways could all have different features instead of shorter ones being harder, say there's a path you could take where you could pick up speed the whole time and get to the goal under a certain time, then a path where there's tons of enemies, and you could rack up points or currency for mid-level stuff, or life bonuses or something, and a standard path of course. There could be a ranking system like the newer Sonic games, but just based on your time, getting all S ranks could unlock something, so the speed path could be more rewarding.

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  2. This is glorious, I've been wrapping my head around multiple paths and unique floor plans for building my next home.

    Honestly, I'm curious for what you have to say about the more exploration-based levels of Sonic CD, as it took the level design in a different direction than Sonic 2.

     

    The debate on the whole boost thing and death for imperfect homing sequences is quite funny actually. Ever since Unleashed, it seems that not only have the 3d segments become only half obstacle course (with the three lane segments), but more of a performance run, where you have limited set/routes that have to be done in perfect combination to get a passing grade. Like an Olympic Gymnastics run, where you have a specific routine set up for the stage, the "modern" gameplay has become more or less, you need to run through these rings, deafeat these enemies, follow this path of rings, put in that button combination, stomp here, butdoitquick! otherwise you die for messing upp the sequence (or get a score lower than a B ). Almost like Assassin's Creed, where certain events have to happen for you to proceed with the punishment of de-synchronizing and having to restart, even though the open world gameplay permits you to ignore tasks or kill anyone whenever.

     

    synchronized running, I want that coined.

  3. alright, so I'm dinking around in this engine, and the sprite for the character is going fine, but the rolling animation is not the shape of a ball like Sonic.

    Now you may be wondering, what the heck does that have to do with anything relative? It's very important!

    Question:

    My character has full 360 degree movement with the engine, and the running sprites are coded to rotate 360 with the character, how do I make the rolling sprites rotate 360 as well?

    note: I'm using the Super Ring Engine for this

  4. Spiderman didn't formally (or at all, I guess) join the Avengers until recently in the whole comic continuity. The Avengers that are in the movie are all founding members. Spider-Man could easily have 10-20 more movies before he joined the Avengers in the movie continuity, considering he'd graduated college and had become a teacher long before he joined.

  5. So yeah... Won't be working on Chaos World for a while, but here's a backlog of Sonic-related stuff that I've drawn:

    Here's something for a manga I'll work on one day:

    SonicSwordsman.jpg

    clockwise starting from the left: Eggman, a type of Super Sonic, Knuckles, Tails, Sonic, Amy, Death Egg, and a Silver Sonic I.

    I've colored this, but I one of my flash drives recently died, and the file is lost for now.

    And Boss concepts for A Metal Sonic game that I'll make some day, I'm also making a comic of it's story line:

    7deadlypctr.png

    These guys are based off of the 7 deadly sins, they represent them in some way: Gluttony - the hungry devil, Pride - the narscist devil, Lust - the amorous devil, Greed - the selfish devil, Envy - the jealous devil, and Sloth - the lazy devil.

    and the final deadly sin, and main villain:[WIP]

    Devilscrn.png

    His name is Hubris, but his Code name is Wrath - the angry devil. This is a not a finished picture btw.

  6. I was wondering what that spring was doing there XD. Now I have! Is he going to give the character a power-up or something? Oh, and I found out something about the wall running bug!

    If you don't press anything while the character runs up or downward, the screen doesn't glitch, and it will start once you press left or right. So maybe it has to do with your input code?

  7. I saw what you did there with the tone changes, I even compared them using your last update, the only thing that I would change is the shine on Knuckles muzzle on the start screen, besides that, everything looks in place and all. and btw, what do you have planned for the gallery?

    As for the level. Hmm... Your level design has changed a lot, but I still ended up cruising through the stage with Tails' flight ability, I did that in the old Sonic Flash game as well, and I haven't played any advance games recently, so I don't know if that makes flying characters normally broken, but it seems like it to me.

    That Mettaur at the beginning always gets me, you should make it start a bit further away from the player spawn if that's something you're going to keep.

    Not much else to say, but keep up the good work!

  8. Didn't know it had manga or a novel... I'll make a note to go give 'em a read one day.

    I just got done watching Ninja Turtles 3, one of the live action ones. I realize that the action is completely different than the original, it's less of a "hey this is cool because it's a cartoon gone real, in the 90's" and more of a, "surprisingly cool because this is what I'd expect from a plot of a cartoon turned into a movie, in the 90's". Just like with the Transformers franchise. That reminds me that the original transformer cartoon, and all the others that followed, had human companions for the Autobots (besides Beast wars). Makes Sam Witwicky seem all the more enjoyable as an element to the story.

  9. I'm sure you've heard of flamewing's "Sonic 2 Heroes" hack for the genesis/megadrive?

    if not here's a link to it's page on Retro

    You play the game by switching between Sonic, Tails, and Knuckles while all three are on screen at once.

    I was wondering if there was a way to implement this into Sonic Dash without changing the engine up too much? Maybe a few tweaks to the partner code? and I'm still having trouble adding a new button to the controls...

    I'd really like to use this style of play in my new project, any help appreciated :3

  10. necro bump!

    I'm having a problem adding controls to the engine, not making the "action", but adding the "key/button" that triggers the "action". variables that I create (copies of the left/right/action vairables) are deemed unknown and I'm lost. Does anyone know how to add an extra key for attacks or etc. ? A small tutorial, maybe?

  11. Avatar was was probably the first western animation show I've seen all the way through by watching it on actual television, any episode I missed I've seen in reruns. It was a great show, with a very fleshed out story that most younger kids probably wouldn't be able to follow.

    The new Thundercats is really good(awesoume they didn't try to redo the story or some shiz), and although I enjoy it, 'snot like I'm going to go out of my way to watch the whole series on television, I've only seen a couple episodes. This new Avatar seems very legit... It hasn't come out yet has it?

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